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你自己看百度地图,20km的速度也能算作不堵啊,这个只是会把真正堵的地方变红。
至于原版,就算你一条路上全是车,都以80km的速度走,它都认为是红的。
This would be helpful in understanding more clearly where the most activity is in your network.
If you want red, you could just use Dirt road + Grid layout.
Well, I was using it in a new save and I can't see the difference between speed-based mode and amount-based mode. What would you recommend that I do?
Yes
and loaded the scenario
Maybe it depends on the design of the game program, some mods do not work in scenario mode!
And I know it should not be all green, as without the mod. Roads are all red. (or mostly red in busy area's) And with the mod in amount mode, it all remained green.
Do you mean you only enable my mod, and it is not worked, all roads shows green with vehicles running on them?
Test again on my side and it is worked.
I tried re-installing the game and having this as the only enabled mod, and loaded the scenario Fix the Traffic that came with Mass Transit - nothing. :c
I love this mod because of the speed based coloring, as it really shows the pain-points. I need this to work.
It is very easy, no tutorial is needed.
New in V3.0:
Add shortcut to switch two modes, shortcut is configable in mod`s option
Shift+K speed-based mode
Shift+J amount-based mode
(1) Traffic speed-based congestion report
(2) Traffic amount-based congestion report(Vanilla mode)
Nice idea, I will try to add this later.
Function Added, use Shift+K to switch from both mode.
This is not caused by my mod, something wrong in other mod make vehicleID out of range
However I will fix this error in new release, but there is still other issue in other place just not affect my mod.
Simulation error: Array index is out of range.
at TrafficCongestionReport.Threading.VehicleStatus (UInt16 vehicleID) [0x00000] in <filename unknown>:0
Can you also send your save to me?
pcfantasy@qq.com
OnLoadData
startload
OnLevelLoaded
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Monthly counter values updated
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Simulation error: Array index is out of range.
at TrafficCongestionReport.Threading.VehicleStatus (UInt16 vehicleID) [0x00000] in <filename unknown>:0
at TrafficCongestionReport.Threading.OnBeforeSimulationFrame () [0x00000] in <filename unknown>:0
at ThreadingWrapper.OnBeforeSimulationFrame () [0x00000] in <filename unknown>:0
at SimulationManager.SimulationStep () [0x00000] in <filename unknown>:0
at SimulationManager.SimulationThread () [0x00000] in <filename unknown>:0 [Core]
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
This repeats numerous times.
I try to fix this issue, update mod now, you can try and send me TrafficCongestionReport.txt in game folder for me to debug more about this.
No, it is not confict with TMPE, can you send your save , pcfantasy@qq.com
Thanks for the reply, i disabled the your mod for the moment and it fixed the issue (i'll wait for your update).
I did some research and i might be an incompatibility with TM:PE. I think it's something about the traffic jam factors being calculated by road or by lane and for some reason, if one mod calculate one in the first way and the other mod tries to get it in the other way, the error occur. It's not crashing the game but the error window pop up every second and it's unplayable. I hope you'll find some useful infos in my report.
Have a nice debug :)
Yes, but no other people report this issue. And this error seems impossible.
However, I will still add some logics to avoid this "impossible" errors, I will update this mod soon, please give me feedback after update.